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January 31, 2008, 04:33 PM
#1
Libertus
What about noseguard helmets ?
Hi everyone, as I've written in a much older thread, it makes me upset that there are no noseguard-helmeted european knights in the whole game.
Hence I've been trying to create noseguard-helmeted templars using Grumpyoldman's converter.
Here's what I've done so far, step by step :
I've change battle-models so the game always uses knights_templar_lod0, so I only have to modify 1 model.
Then I've converted knights_templar_lod0 into MS3D, deleted every helmet so that only the mailed head part of the "open-face-helmet" (which is commented as a "head") group remains. Then I converted that back in MESH to check if it worked in game, and it DID.
Here comes the tricky part though. I copied the druzhina_ug1_lod0 model, then deleted everything (including all bones/joints) but the "russian_helmet" groups. Then I used GOM's converter's merge option to merge these groups (which are commented as "helmets) with my helmetless templar model (which was working in game).
Then in the newly created model, I assign all the "russian_helmet" groups to the templar model's "head" bone. This way, every verticle is logically assigned to it's appropriate bone. Finally, I converted this new model into MESH, thx to GOM's converter again.
Yet in game, I get the "stiffman" thing, as if my bone assignments were wrong, while I am sure they are right since all that had to be done was to assign the russian_helmet groups to the head bone.
Does anybody know what's wrong ?
I know this thread is quite long & boring, but if the answer to my problem is short & simple, please tell me, I would be very thankful (& add you reputaion :-D ).
If I'm doing it completely wrong, and the answer would be too long & boring to write, then please just tell me it's all wrong, but I just want to know how far I am from doing it right.
Thank you by advance, funky_kiwi
Last edited by funky_kiwi; January 31, 2008 at 04:35 PM.
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January 31, 2008, 07:31 PM
#2
Re: What about noseguard helmets ?
Did you really have to delete then reassign all the bones?
Because when I do it, I just delete the relevant groups, use GOM's merge function, then immediately convert back into a new mesh.
It works fine like that in my case.
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January 31, 2008, 08:22 PM
#3
Libertus
Re: What about noseguard helmets ?
No, I don't really know why, but that doesn't work with templars ( works with mailed knights though), anyways, I found a way to do my stuff with templars, it's long but it works :-D. I'll share it with u guys in a few days, if I get some free time. Thx 4 the reply though ^^
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